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TilemapAPI

const TilemapAPI: object

Defined in: tilemap/tilemapAPI.ts:98

The static tilemap toolkit — chunk/tile accessors over the wasm module, addressed by runtime layer handle. Contract: game code reads this as the Res(Tilemaps) resource like every other subsystem; direct TilemapAPI.* calls are the host/tooling surface (the editor’s tile tools, tests) where no App is in scope. Both names are the same object.

advanceAnimations(entity, dtMs): void

number

number

void

clearTileAnimations(entity): void

Drop every tile animation on the layer (a tileset swap re-adds the new set’s).

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void

destroyLayer(entity): void

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void

exportChunks(entity): string

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string

fillRect(entity, x, y, w, h, tileId): void

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void

flipTile(entity, x, y, flipH, flipV, flipD): void

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boolean

boolean

boolean

void

getTile(entity, x, y): number

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getTileProperty(entity, x, y, key): string

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string

string

hasLayer(entity): boolean

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boolean

importChunks(entity, encoded): boolean

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string

boolean

initInfiniteLayer(entity, tileWidth, tileHeight): void

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void

initLayer(entity, width, height, tileWidth, tileHeight): void

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void

rotateTile(entity, x, y, degrees): void

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void

setChunkTiles(entity, chunkX, chunkY, tiles, width, height): void

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Uint16Array

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void

setGridType(entity, type): void

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void

setHexParams(entity, sideLength, staggerAxisX, staggerIndexEven): void

Hexagonal-grid layout inputs (Tiled hexsidelength/staggeraxis/staggerindex); only read when the layer’s grid type is Hexagonal (3).

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boolean

boolean

void

setOriginEntity(layerKey, originEntity): void

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void

setRenderProps(entity, textureHandle, tilesetColumns, uvTileW, uvTileH, sortLayer, depth, parallaxX, parallaxY): void

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void

setTile(entity, x, y, tileId): void

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void

setTileAnimation(entity, tileId, frames): void

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object[]

void

setTileProperty(entity, tileId, key, value): void

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string

string

void

setTiles(entity, tiles): void

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Uint16Array

void

setTilesets(entity, slots): void

Replace the layer’s multi-tileset table. Empty array reverts to single-tileset.

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object[]

void

setTint(entity, r, g, b, a, opacity): void

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void

setVisible(entity, visible): void

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boolean

void

tileToWorld(entity, tx, ty, originX, originY): object

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object

x: number

y: number

worldToTile(entity, wx, wy, originX, originY): object

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number

number

number

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object

x: number

y: number